Kylo Ren Lightsaber WIP update 08_08_16

Eh. Still not the greatest fan of texturing. I’ve think I’ve learned what “needs” to be textured and what I can get away with as “solid material colors” for future projects. Did some more work on the front of the saber.

Kylo Ren Lightsaber WIP

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Kylo Ren Lightsaber 6_8_16 Update

Worked on the “grip” part today. I’m not very good at creating textures from scratch, so why should I? I’m a modder! So I took a few base textures, photoshopped them, and edit it till it looks awesome! Used a lot of photoshop techniques for this guy.

Kylo Ren Lightsaber WIP - nick buonarota

Kylo Ren Lightsaber WIP – nick buonarota

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Kylo Ren lightsaber WIP

Added some minor 3D details. Cleaned up some tris. Probably will UV next. UV is usually dull for me. 😦 This time I’ll try to find enjoyment in the process.

I’ve been posting most of my WIP to twitter and facebook, but I’m going to also start posting here too.

Kylo Ren Lightsaber Day 4

Kylo Ren Lightsaber Day 4

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And the silver lightsaber

Should be up on the workshop soon.

crowbar_silver_lightsaber

Still working on side projects

What do you think?

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Intro to Optimizing Maps in Source

Nice informative article that uses simple terms, useful metaphors, and eye catching visuals to describe the complected topic of BSP trees and VIS leaves that make modern 3D first person shooters possible. If you are interested in the topics, then this is a definite read. Read time is about 5 minutes.

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Game Banana: “Demystifying Source Engine Visleaves”

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Squeaky Inflatable Mallet

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I published a squeaky inflatable mallet to the L4D2 workshop. Check it out! If you enjoy it, then give it the ol’ thumbs up!

http://steamcommunity.com/sharedfiles/filedetails/?id=540330266

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Working on sounds for the lightsaber project

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Getting closer to finally putting up a solid version of the lightsaber melee mod for the Star Wars L4D2 project I’ve been working on. Been working on sounds this past week. Seems like its always a struggle just to find how to do something. R&D has been the longest part of this project. But slow progress is still progress!

Link – MapCore: Source Lighting Technical Analysis: Part Two

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I finally got a chance to read Part Two of leplubodeslapin‘s Source Lighting Technical Analysis series over on MapCore. This one focused more on model lighting in your maps for Source Engine. Might be worth the quick read if you are interested. The article isn’t that long.

MapCore: Source Lighting Technical Analysis: Part Two

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Link – Awesome Guide for Multiplayer Design

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Bobby Ross, who has a profile picture referencing one of my favorite painters of all time, was a World Builder on Firefall and a World Designer on Star Wars: The Old Republic.  He currently keeps a blog teaching Level Art & Design through infographics. He recently wrote and published an article about Multiplayer Level Design on Gamasutra. Its definitely worth the read. It’s a pretty legit serving of awesome sauce.

Check it out now: Bobby Ross’s guide to multiplayer level design

 

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